53 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 400 core
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layout(triangles, ccw) in;
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layout(fractional_odd_spacing) in;
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layout(point_mode) in;
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patch in vec4 patchIn;
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void main()
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{
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    int a = gl_MaxTessEvaluationInputComponents +
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            gl_MaxTessEvaluationOutputComponents +
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            gl_MaxTessEvaluationTextureImageUnits +
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            gl_MaxTessEvaluationUniformComponents +
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            gl_MaxTessPatchComponents +
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            gl_MaxPatchVertices +
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            gl_MaxTessGenLevel;
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    vec4 p = gl_in[1].gl_Position;
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    float ps = gl_in[1].gl_PointSize;
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    float cd = gl_in[1].gl_ClipDistance[2];
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    int pvi = gl_PatchVerticesIn;
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    int pid = gl_PrimitiveID;
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    vec3 tc = gl_TessCoord;
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    float tlo = gl_TessLevelOuter[3];
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    float tli = gl_TessLevelInner[1];
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    gl_Position = p;
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    gl_PointSize = ps;
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    gl_ClipDistance[2] = cd;
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}
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#extension GL_ARB_separate_shader_objects : enable
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in vec2 inb[];
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in vec2 ind[gl_MaxPatchVertices];
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in testblb {
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    int f;
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} blb[];
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in testbld {
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    int f;
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} bld[gl_MaxPatchVertices];
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layout(location = 23) in vec4 ivla[];
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layout(location = 24) in vec4 ivlb[];
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layout(location = 23) out vec4 ovla[2];
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